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\chapter{Conclusion}

%In a multiplayer game centred around a single screen, in what ways can technology be used to deliver asymmetric information to the players?

When talking about multiplayer games, couch games have a special "feeling" that is hard to capture when playing online. Being located in the same physical room with a group of friends provides unique and personal experiences. Even with the rise of online gaming, a trend of local multiplayer games has been found.

This project set out to study the field of asymmetric information in local multiplayer games. Many different types of technologies exist that can be used for this purpose, such as the Wii U GamePad, smartphones/tablets, and 3D split-screens using polarized glasses. Unfortunately, many of them have limitations in terms of social play, since they isolate players by making them focus too much on their own devices. Many of the technologies fit less well with the core concept behind couch games: that all players should have focus on one main screen.

Through analysis of each technology, it was found that the traditional game controller provides the most interesting options in regards to asymmetric information, by the use of vibrations. Additionally, the use of vibrations to deliver non-aesthetical information appears to be something rarely used in games.

%How can information be delivered asymmetrically to players through haptic patterns in a game controller?

To investigate the possibilities of delivering meaningful information through vibrations, a controller-based experiment was conducted in order to determine how the test participants perceived the vibrations. The experiment was conducted in a neutral context, meaning that it only investigated the capabilities of the controller without any game. Participants felt five different vibration patterns, each with four additional variations. From these vibration patterns, they were tasked with guessing what vibration they felt, in order to determine their understanding of the vibrations. Based on the participants' prowess and each pattern's speed, complexity, concealment and difficulty, the vibration patterns were ranked accordingly.

%How can the one of the vibration patterns be used as an integral part of a fast-paced local multiplayer game?

By analyzing the five vibration patterns, it was argued that the \textit{interval} pattern provides the best opportunities for a fast-paced action platforming game. To test this hypothesis, a game called \textit{Flow Hunters} was developed. It uses vibrations to delegate missions out to the four players. The use of asymmetric information through vibrations encourages deceptive gameplay where players compete to not only complete their own missions, but also hinder the other players in doing so by outsmarting them.

Through a gaming-based experiment, it was showed that a correlation between the findings of the controller experiment and game experiment exists. Each of the criteria that the \textit{interval} pattern was based on, had a somewhat corresponding score when put in the game. Only the speed was shown to have a different outcome as the actual reaction time was prolonged by about 150 percent from the controller experiment. Other than this, a consistency in the findings between the experiments was found to be strong. For the game \textit{Flow Hunters}, it can be said that vibrations work well as a medium for delivering asymmetric information to players.

\section{Discussion and Future Work}
\underline{Examine whether all of the vibration findings can be applied to \textit{Flow Hunters} and other games}

Of the five different vibration patterns designed and tested in this report, only the \textit{interval} pattern was tested in a gaming context. To get a complete overview of how all patterns would work in \textit{Flow Hunters}, they should all be tested within the game. Furthermore, to get a realistic overview of how the patterns work in different game genres, more games with focus on delivering asymmetric information could be developed and tested with the vibration patterns.

\underline{Use other patterns or combine patterns to deliver more complex information}

To improve the number of possible vibration patterns, the patterns could be combined e.g.\ having the \textit{interval} pattern combined with the \textit{static intensity} pattern. This would possibly make the patterns more describing of e.g.\ the mission they represent. 

\underline{Using new controller technologies}

The Xbox One controller has introduced enhanced vibration capabilities in the form of triggers that provide haptic feedback. Additionally, Valve is going to release a Steam controller that includes two programmable trackpads that use dual linear resonant actuators to allow for a wider range of force and vibrations. According to Valve, this gives more precise haptic capabilities compared to other controllers \citep{steam_controller}. This might be something worth looking into in the future.

\underline{Provide options to change speed/duration of the vibrations}

When testing the game, multiple participants mentioned that the vibration patterns were too slow i.e.\ they felt that they waited for too long every time they pressed the buttons to feel the vibrations. A possible solution to this would be to let the players themselves decide the speed and duration of the vibration patterns. This would obviously require changing an overall speed and duration variable for all players, so that no one has the upper hand by receiving their vibrations faster than others. 

\underline{Let players be able to design their own vibration patterns}

Obviously, there has to be some rules in order to balance the game, e.g.\ it would be unfair if one player has vibrations that are faster than others.

\underline{Interfaces to describe the patterns could be changed/enhanced}

The interfaces underwent a few changes throughout the project. However, even more testing could be conducted in order to make them more usable.

\underline{Test participants demanded more player-to-player interactions}

Regarding the game itself, many test participants mentioned that they spent too much time in their own world trying to complete their own missions without noticing the other players. Therefore, there should be more opportunities for player-to-player interaction in the game such as being able to push each others, dodge shots, steal intel, communicate through vibrations, etc.

\underline{The mission system could easily be extended with more missions}

Due to time constraints, it was chosen to only implement four, but in theory, the game could have more missions. The idea is that there will always only be four missions available in one round, but these can change between rounds. Missions do not have to be very serious. Some ideas include "don't use the jump button"; "kill a specific player with a specific weapon"; "collect precise number of flow points"; "commit suicide by doing X"; "don't move for 10 seconds"; "make the other players follow you for 10 seconds", etc.

\underline{Spend more time on balancing the missions and make them easier to understand}

The missions have intentionally been designed to focus on different aspects. The \textit{kill mission} and \textit{defend mission} focus on player-to-player interactions, while the \textit{intel mission} focuses on props in the game, and the zone mission focuses on the game's environment. It appears that the last two missions were more difficult to understand for players. Further testing could improve the overall balance of the missions.